Source Mu Mobile multi-platform Android - PC Mu Mobile Source 

1782249871701 - Source Mu Mobile multi-platform Android - PC - RaGEZONE Forums


1782249890657 - Source Mu Mobile multi-platform Android - PC - RaGEZONE Forums


Make sure it's on release and not debug
 
O código-fonte do Android existe, mas não está finalizado. É como um carro com motor, chassi e rodas, mas que ainda precisa de alguns ajustes para realmente funcionar.

especificamente:

A estrutura do projeto está pronta (Gradle, CMake, pastas) —
As bibliotecas auxiliares estão disponíveis (SDL2 .so, áudio, rede) — prontas para uso.
O código C++ do jogo está presente (android_main.cpp, rendering, input) — adaptado de outro projeto

O que resta é compilado e corrige os erros que surgirão, pois o cliente Mu de Takumi não é idêntico ao projeto de referência do qual a adaptação foi copiada.


Server OK

1782476171233 - Source Mu Mobile multi-platform Android - PC - RaGEZONE Forums



Working cliente apk
 
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Yes, it caused build errors. To successfully generate the APK, I had to remove some Windows-specific files. Those files contained Windows-only code, such as anti-cheat/anti-hack components, DirectX, and system encryption, which do not exist on Android. Removing them is a normal and expected part of porting the project to Android, allowing it to compile and run correctly on the platform.


I successfully generated the APK for both x86 (LDPlayer and other emulators) and ARM (mobile devices).

I'm still running more tests and have noticed a few bugs. The HUD also still looks a bit off, but nothing that some additional development and polishing can't fix.

I'm continuing to work on the project, and I'll post more updates soon.

The gl_compat.cpp layer is a functional workaround, not an optimized engine. It was built to "make it run", not to "run fast". The game logic itself (AI, networking, etc.) is not the bottleneck — the emulator proves this by hitting 40 FPS with identical code.

There is no "easy" optimization that fixes this. Every deeper pipeline change either:

  • Crashes on Mali (direct VA)
  • Stalls on Adreno (VBO skip)
  • Breaks rendering (deferred batching, double buffer, vertex baking)
The root cause is systemic: ~1400 GL driver calls per frame through a legacy compatibility layer. On real mobile GPUs (Mali/Adreno), each call incurs kernel transition + pipeline validation overhead that simply doesn't exist on x86 emulators.

For a production-ready mobile build with 50+ concurrent players, the rendering backend must be replaced with a modern API — sokol_gfx, bgfx, or a complete engine migration
 
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Did anyone manage to fix the compatibility problem with Snapdragon? You can't even walk with the lag, I've tried everything and I can't fix it. If someone managed to, please guide me?
 
I wonder how to change to code to unity???
 
Did anyone manage to fix the compatibility problem with Snapdragon? You can't even walk with the lag, I've tried everything and I can't fix it. If someone managed to, please guide me?
We did, ask the author of this thread how, they have uploaded a video with 60fps in fb.
 
THANKS I LOVE THIS FILESA I FIXED ALL BUGS ==]

USE GODOT Best Files !
i will create my own server with mobile version
 
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